Good morning,
I joined the board and open this topic because we are in bit of a pinch; we have to showcase our project in its current state to investors within four weeks and the engine core of our stuff is not yet ready and won't be in time. Though we can easily explain it, all sides would feel better having something to watch and play.
So I try to whip it up by way of a Mod with an established engine. Artwork, sounds, levels, actors and models are ready in various compatible formats for Source, so we can showcase that "in action" in HL2. But I'd also like to add some bells and whistles, e.g. parts of our intricate and higly flexible story (which hitherto has been our main selling point), so here are my questions:
Are complex, multiple choice, branching conversations (PC-NPC) conversations possible?
Is it possible to influence long-term NPC behaviour by the course a conversation takes?
Is map-branching possible, i.e. if you killed Lord High'n'Mighty during the Mission "Castle of Some-Weird-Fantasy-Name-Or-Other" you get to a different mission than you would hadn't you killed him?
If this is not possible, can anyone point me to a fairly recent game which can?
Thanks in advance.